If you guys say so. Still not really feeling that one but minor detail, obviously. Tho my "COD" experience boils down to that MW1 Star Wars mod and like ten minutes of BO during one of the free weekends (out of, like, morbid curiousity). So I'm not (can't) saying it's like COD though also not like CS, imo. Others elsewhere seem to think it's like COD, fwiw. Only seen the CS association here so far.

Well if you hate the maps you hate the maps but as for the clusterf* I'd suggest 24 or less players. Even 32 is often "too much" to live more than 10 seconds it seems, unless the other team sucks.

If you guys say so. Still not really feeling that one but minor detail, obviously. Tho my "COD" experience boils down to that MW1 Star Wars mod and like ten minutes of BO during one of the free weekends (out of, like, morbid curiousity). So I'm not (can't) saying it's like COD though also not like CS, imo. Others elsewhere seem to think it's like COD, fwiw. Only seen the CS association here so far.

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yeah, definitely need less people, a good squad helps too. 16-24 seems to be the sweet spot, although 32 can be good fun too sometimes.

stay with your squad, and never stop moving. g8r and I had some awesome games running the spas-12 with flachet. just run around with a point man and at least two medics.

You do not need to read (but you can) Von Stauffen to understand that without bottlenecks there would be no strategy at all. Free roaming is nonsense in (military) History.

CQ is just an evolution of MarioBros or SpaceInvaders on the first Atari: the one that presses buttons faster wins.

Let's hope they spend our money well and make BF1942-2

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I don't mind bottlenecks, but only 3 routes and narrow hallways is not what BF has been. Even an open map will have it's choke points based on best cover area's, saying you need to incase teams in walls to have choke points is a joke. If you make open maps and places with great cover, those will just default to choke points.

Those hated bottlenecks in Metro (getting upstairs i think you refer to them) with real teamplay (smoke, covering fire and tactic advancing, and who knows diversion actions) are not hard.

Give us limited ammo and limited lifes and even that part could turn into pure pleasure. Ah, and corner peaking! (a sofisticated weapon as old as mankind, lol)

it is the mindless running that ruins that area, well, this or any game. unless you are a packman statspadding fan of course

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Coordinated play on Metro can be fun, but those tactics only work great against uncoordinated groups, so I'm not sure I count them so much as tactics when it's vs pubs. The problem with Metro is it breaks game mechanics, things like Rockets, noobtubes, and Grenades are meant to compliment your kit, not be your kit. And since those choke points are so tight, it's just people feeding off ammo boxes and using any of those 3 as a major source of kills. I'm sorry I just won't ever see an argument for BattleCorridor when choke points and squad teamwork like that can be a great tactic on any map (I've watched Ufgy smoke a tank so people could hit it with C4, on maps that are so large I never see anyone else run smoke).

You do not need to read (but you can) Von Stauffen to understand that without bottlenecks there would be no strategy at all. Free roaming is nonsense in (military) History.

CQ is just an evolution of MarioBros or SpaceInvaders on the first Atari: the one that presses buttons faster wins.

Let's hope they spend our money well and make BF1942-2

Click to expand...

The strategy is that when encountered a bottleneck a fire team will do what is necessary to find a way around it or through it with the least collateral damage. As in metro's case there is only two ways out of that tunnel and both are heavily guarded so it makes it a meat grinder. There needed to be 4 or more ways out of that place to make it more interesting.